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Supreme Commander 2

Dawkins 1v1 gundam exia, longest game ever ;(

#1SBLDawkins  Apr 3 2010, 19:28 PM -
Replays: 24 Game:
tourney game, got disqualified for it going so long. need to work on cracking turltes faster.
#2DanzaDragon  Apr 3 2010, 19:39 PM -
Replays: 60 Game:
Meh, its what I disliked about the SC1 tornies, the other guy could camp if he felt he was loosing out of spite and screw up the game as it doesn't count post-13661-1143531603.gif
#3GovtCheese  Apr 3 2010, 20:51 PM -
Replays: 0
This game shows how retarded SupCom2 is, what a joke.
#4_Vader  Apr 3 2010, 22:19 PM -
Replays: 15
Yea, The RP system is a problem for SC2.

Seems like the ones who execute more thought out and aggressive strategies are punished more.

Due to the research points being giving to the less aggressive.
#5Sovietpride  Apr 3 2010, 23:36 PM -
Replays: 16 Game:
Awards:
Lolzor rep.
#6timmyfred  Apr 4 2010, 02:56 AM -
Replays: 2 Game:
Dawkins failing for so long had little to do with the research stations and more to do with his insistence on relying on harvog aa for 35 minutes, even though it's terrible.
#7DarkSynergy  Apr 4 2010, 03:31 AM -
Replays: 0
Dawkins, how come you have so many engineers assisting the experimental factory? Do you not realize that there is something called diminishing returns, so each engineer that adds to assist any factory will be less effective at the production rate.

Here, read this.
http://supcom2.wikia.com/wiki/Assist

The first engineer increases production by 33%, the second one, 11%, the third 3.7%, and the fourth 1.2%. Anything after that is useless. Unlike Supcom 1 and Forged Alliance, they severely nerfed the engineers assistance on factories. Or maybe it only effects regular factories and not a gantry? Correct me if I'm wrong.

Just a heads up, that's all. smile.gif

PS: This is my first post biggrin.gif
This post has been edited by DarkSynergy: Apr 4 2010, 03:32 AM
#8SBLDawkins  Apr 4 2010, 03:54 AM -
Replays: 24 Game:
QUOTE
Dawkins failing for so long had little to do with the research stations and more to do with his insistence on relying on harvog aa for 35 minutes, even though it's terrible.


QUOTE

The first engineer increases production by 33%, the second one, 11%, the third 3.7%, and the fourth 1.2%. Anything after that is useless. Unlike Supcom 1 and Forged Alliance, they severely nerfed the engineers assistance on factories. Or maybe it only effects regular factories and not a gantry? Correct me if I'm wrong.


both of these things are very good to know.
TBH this was my first time against a turlte/gunship spammer, since i only really play with my buddies or clanmates i dont get to see alot of the crazy dumb shit that comes out(like com rushes)
the biggest lessons i learned in this game are, you arent going to crack a turtle,
i didnt get the structure upgrades(mass, res, conversion, and nukes until very very late, i probably could have ended the game alot earlier with those(but on a side note, if this guy was any good he would have taken his gunships and wiped out all my extra mexes and i would have been hosed, gunships are crazy hard to kill its pretty lolzy.
#9SyDaemon  Apr 4 2010, 15:32 PM -
Replays: 0 Game:
You could have rushed the Harvogs in and teleported them directly next to his commander for a snipe. There were quite a few instances where you had that opportunity. Was teleport researched?

But then again, perhaps you were worried about him OC-ing everything, which case it might work if you have two groups of Harvogs for sniping, one small one (but large enough to get him to use OC) for him to spend his OC, a second for the actual snipe.
This post has been edited by SyDaemon: Apr 4 2010, 15:36 PM
#10korbendallas  Apr 4 2010, 22:05 PM -
Replays: 0
Fak u dawkins! =)
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